解决VR中UGUI world space UI会被其他物体遮挡的问题
- 问题:
在制作VR内容时,通常使用的都是UGUI,一般会将Canvas的render mode设置为world space,但是这样设置过后,因为UI是直接放在了场景里面,很容易被其他物体挡住。 - 解决方法:
Unity官方的一个VR例子中给出了一个shader的解决方案。
- 将如下的shader文件挂在材质上
- 将这个材质赋予需要总是显示在所有物体前面的UI控件上。
创建UIShader.shader文件
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UI/Overlay" { Properties { [PerRendererData] _MainTex("Font Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest Always Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color * _Color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; clip(col.a - 0.01); return col; } ENDCG } } }
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UI/Overlay" { Properties { [PerRendererData] _MainTex("Font Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest Always Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color * _Color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; clip(col.a - 0.01); return col; } ENDCG } } }
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